Fields of Blood - Errata Questions

Geoff Watson

First Post
The errata on the Eden website only covers typos.

What about missing or unclear rules?

1. Colonies: It mentions that colonies aren't as good as sovereign provinces. In what way?

2. Clerics vs Undead: Under the Desecrate spell it mentions that clerics don't get bonuses vs undead within the area of the spell. What bonuses do they get normally?

3. Walled towns: How much does building a wall/fortification around a town cost? The price list is per inch.

4. Roads: How much road can you build with one action? A road in one hex ssems useless.

5. Muster Troops: Is this immediate? 'Train Troops' takes a full season.

6. Garrison Population Center: Is there a limit to the number of troops that can be created based on population size? It seems that it's a lot cheaper to garrison a thorpe than to garrison a city, and just as effective.

7. Banking: Can Barbaric or Nomadic realms save RPs from turn to turn?

8. Exploration: Is an explored hex explored for everyone, or just the realm that explored it?

9. Assign Generals: What is a suggested means/cost for getting mid/high level NPCs to join your realm?

10. Neutral realms: Why would anyone choose this? The other realm types are all better.

11. Nomadic: Do they get full production? Barbaric realms (which are supposedly more advanced) get a penalty; also the nomads get free population upkeep.

12. Thrown weapons: How much do they cost?

That's all I can think of now.
I'm sure I'll have more questions once we start playing.

Geoff.
 

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Geoff Watson said:
The errata on the Eden website only covers typos.

What about missing or unclear rules?

1. Colonies: It mentions that colonies aren't as good as sovereign provinces. In what way?

2. Clerics vs Undead: Under the Desecrate spell it mentions that clerics don't get bonuses vs undead within the area of the spell. What bonuses do they get normally?

3. Walled towns: How much does building a wall/fortification around a town cost? The price list is per inch.

4. Roads: How much road can you build with one action? A road in one hex ssems useless.

5. Muster Troops: Is this immediate? 'Train Troops' takes a full season.

6. Garrison Population Center: Is there a limit to the number of troops that can be created based on population size? It seems that it's a lot cheaper to garrison a thorpe than to garrison a city, and just as effective.

7. Banking: Can Barbaric or Nomadic realms save RPs from turn to turn?

8. Exploration: Is an explored hex explored for everyone, or just the realm that explored it?

9. Assign Generals: What is a suggested means/cost for getting mid/high level NPCs to join your realm?

10. Neutral realms: Why would anyone choose this? The other realm types are all better.

11. Nomadic: Do they get full production? Barbaric realms (which are supposedly more advanced) get a penalty; also the nomads get free population upkeep.

12. Thrown weapons: How much do they cost?

That's all I can think of now.
I'm sure I'll have more questions once we start playing.

Geoff.

Some of these are covered in the book, although some could be clearer.

1. p.15, Colonies: Colonies cannot be upgraded past Large Town.

3. Walls: 1"=50 ft, the battlefield scale. 1" of wall is a 50 ft length. This has to be inferred from the footnote to table 5.4, p. 78, so it could certainly be clearer.

4. Roads: The action appears to be per hex. 1 hex of road is, as you noted, only useful as the start of more hexes of road.

5. Muster Troops is quick, because you're just pulling people out of the fields to make them serve in the army. ;) Muster Troops is a Standard Action. The regent is allowed 1 Full Season OR 2 Stardard actions per season. So I would say it is 1.5 months (approximately) to "rotate" fresh troops in (see the "Other Worlds Other Seasons" sidebar on p.28). As with 3, this is inferred, and could be clearer.

6. Optional Rule, pp. 15-16, lists the maximum number of units that may be raised by each population center size. A realm can raise a maximum of 12x #villages + 16x #small towns +etc. units. How many can be garrisoned in one place is not as clear. Neither is the pace at which that number regenerates. The book mentions that campaigns which span generations might see a need to visit this, but gives no guidance.

7. No, Banking Resources is a benefit of being a Cultured or Civilized society. Cultured gets to Bank, Civilized gets to Bank AND earn interest.

8. I seem to recall an example showing 1 hex with different statuses for 2 realms, but I cannot locate it now.
 

Silveras said:
Some of these are covered in the book, although some could be clearer.

1. p.15, Colonies: Colonies cannot be upgraded past Large Town.

Under Sever Ties it mentions that Colonies produce less, and you might want to dump them. How much less?

3. Walls: 1"=50 ft, the battlefield scale. 1" of wall is a 50 ft length. This has to be inferred from the footnote to table 5.4, p. 78, so it could certainly be clearer.

How many inches to protect each size of town?

Geoff.
 

Geoff Watson said:
Under Sever Ties it mentions that Colonies produce less, and you might want to dump them. How much less?

Production is tied to the size of the population center. Being unable to upgrade it to a city or larger limits the Colony to producing less, in that sense.

Wait, Sever Ties says the production "drops". That must be different, but I don't recall seeing it spelled out anywhere.

Geoff Watson said:
How many inches to protect each size of town?

Map the town, drawing in the wall as you want it. Count the # of 50-ft sections needed.

Permanent Fortifications (Castles, etc.) use the rule that they occupy 1 square inch of space per unit they can "hold" (p.20). Population Centers do not have such a rule, so you must actually map them out to determine the cost of walls.

Villages tend not to have walls, many cities overgrow them and have old walled sections inside new walled regions, and so on, so it is not really feasible to say a population center of size X needs Y units of walls. It could also vary with the culture -- Barbarians might need smaller (or larger) areas for a Village than a Cultured or Civilized society.
 

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